After some investigating I found that my final bone matrices were bad (not
rigid body transformations). I found that the offset matrices' upper 3x3
rotation part rows were not orthonormal, and when these were multiplied
through errors accumulated leaving me with a very distorted matrix.
Now, AFAIK the offset matrix transforms the joint relative to the character
to the origin. This should be a rigid body transformation, should it not?
Why then, is there scaling in the offset matrx? For example, in tiny.x
Take the top row, row0: ||row0|| = 1.27.Quote:}
Now, there is not much that can be done about the data contents as they are,
but how does the SDK D3DX animation functions handle this? Obviously, the
SDK samples animate tiny.x correctly. Are they normalizing the rows
If anyone could give some insight I'd appreciate it very much.